Commit Graph
31 Commits
Author SHA1 Message Date
wuwiandClaude Opus 5.5 ba8d13a867 Make the double tap a stance that holds the net
Oliver on v376: "wenn man doppeltippt, geht er minimal vor". His own
ball's flight covered 4-9 m of the 10 to the net. His next ball was met
from mid-court, outside the net zone, and the recovery after that volley
walked him straight back to the baseline.

The double tap now sets a stance (P.post) that lasts until the next
double tap, a lob he has to run down, or the end of the point. Every
recovery heads for the net at full pace, and every incoming ball is
planned as a net man's. The 'back' stance clears once he is behind the
net zone, so short balls still pull him in.

Measured: contacts while committed are ~35% at the net and ~40% around
the service line, and he no longer falls back. The base ladder is
unchanged. New test; v377.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 20:40:56 +02:00
wuwiandClaude Opus 5.5 48d1069e40 Make the run to the net and back a double tap
Oliver: "das Vorlaufen und Zurücklaufen sollte durch einen Doppeltipp
ausgelöst werden". It replaces v374's flick-length rule: the long
up-flick is only the deep ball again, the long down-flick only the lob.

While his own ball flies there is nothing to hit, so a tap there is not
a swing. Two inside 0.35 s take him in to the net from the back, or back
from the net. "TO THE NET" or "BACK" pops under him. An incoming ball
keeps every tap a swing, so the two meanings never share a moment. After
his own serve it is serve and volley. The short-ball approach stays
automatic.

Measured: the base ladder is unchanged, and following the ball in still
pays against pushers and costs against big hitters. Three tests replace
v374's two; v376.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 20:30:38 +02:00
wuwiandClaude Opus 5.5 bb72a01a3e Stop the auto-run shaking while it chases a ball
Oliver: "wenn der Autoplay den Ball versucht zu bekommen, zittert der
Player schnell hin und her". Measured: the run's target flipped by
metres every other frame. intercept samples the flight every 10 ms
against a 16.7 ms frame, so any candidate on a margin (a low bounce
peaking on the 0.45 m floor, a point on the back boundary, a dying drop)
passed one frame and failed the next. Frames with no candidate sent him
home and back. 9-62 reversals inside 200 ms per five minutes.

The chase now latches its plan: the flight is fixed at the strike, so
the first point stays the answer while his legs still make it in time,
net of any time he stood (split-step, heels). Reach is judged from where
the chase began, and the target eases with a start/stop hysteresis.
After: no reversals at any rung, timing unchanged. He wastes no steps,
so he is a little stronger, mostly at the bottom of the ladder. New
test; v375.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 20:15:25 +02:00
wuwiandClaude Opus 5.5 599d5b0506 Let the player take the net and come back, and smash a lob he gets under
Oliver: "Steuerung ans Netz gehen", option (1), and "einen Lob vom Gegner
als Volley annehmen soll derb schmettern".

- A long up-flick (90 px or more) is the attack: the deep ball, and he
  follows it in. A long down-flick is the lob, and he goes back behind
  it. Short flicks keep the deep ball / the drop and leave him where he
  is. Length only, never context.
- The net costs him what it costs the CPU: he split-steps (netReact)
  before reading the pass, and a CPU facing a net man passes at the
  line. Without both, the attacker won 78-95% of his net points.
- The smash: a ball taken out of the air at 1.9-2.5 m is struck harder
  and to the open court, read late by the opponent, and pops "SMASH!".
  It wins ~80% of its points.
- Lobbed at the net, he decides once whether he can get under it. If he
  can, he smashes. If not, he runs it down and only blocks it back, even
  if he meets it in the air. Re-deciding every frame smashed every lob.

Measured at level 26: the base ladder is unchanged. Attacking pays
against pushers and touch players and costs against big hitters,
slicers and rushers. Three new tests; v374.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 20:05:59 +02:00
wuwiandClaude Opus 5.5 4406aeafdb Let an early tap be a weak ball, and let the CPU put a sitter away
Step 4 (b), Oliver's pick. v372 measured why the ladder could not climb:
nearly every lost point was the player's own early whiff, the CPU barely
missed, and the auto-run reached everything, so no opponent dial decided
a point.

- The follow-through: a groundstroke swing meets a bounced ball up to
  60 ms after its window at q 0.05. The early whiff edge goes from ~70 ms
  back to ~130 ms, where the volley window had it before step 1.
- A sitter (a player ball under q 0.5) is put away with a chance that is
  the ladder (0.2 at the bottom of the Climb, 0.85 at the Champion, by
  difficulty in classic): clean, at the line, bounded by the rung's width.
- The player is on his heels for 0.5 s after a put-away of his own sitter.
  Without it the auto-run covered the whole court and no put-away won.
- Fixed a step-2 regression this surfaced: the drop's dig-out cap fired on
  every slice drive, so every low contact against the slicer was a sitter.

Measured at level 26: the Climb now slopes from 95% of points at the
Shambler to 28-39% at the Champion. The net rushers are still easier than
their neighbours. The log names put-aways. Three new tests; v373.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 18:25:49 +02:00
wuwiandClaude Opus 5.5 d561050af8 Steady the gold ring, and move the praise word off the ball
Oliver: the target ring twitches sometimes, and "shot of the day",
"textbook" etc. cover the ball. The timed ring re-solved every frame and a
small shift in the auto-run's target moved its moment by up to 158 ms in a
frame; the drawn cue now counts down on its own clock and eases toward
each solve (p99 jump 100 -> 17 ms). The rally's praise word rose straight
into the struck ball's path (and a serve's sat on the far bounce, where the
return comes back); it now lands under the player, behind his feet, and
stays put. Same moment, out of the way. v371.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:52:34 +02:00
wuwiandClaude Opus 5.5 72760a9d1e Make the down-flick the soft ball: a short one drops, a long one lobs
Step 3 of the rally rework, Oliver's pick: in rally modes the down-flick
is soft, always, and its length is how far — a dying drop just over the
net at one end, an attacking lob over a net man at the other. One gesture,
one meaning; not the context-armed lob that was cut.

Ballistics from the cut lob (pace derived from the apex); backspin lives
on ball.spin and every bounce planner reads it, netplay sends it. Against
the CPU it was returned ~100% until the real-tennis reasons went in: soft
balls are read late (disguise), a net man reacts to a pass and backpedals
from a lob, and a lobbed or dug-out reply is a weak block. Four new tests;
v363.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 11:17:25 +02:00
wuwiandClaude Opus 5.5 4e7c816a25 Give the rally its length back: deep balls, baseliners, approaches off short balls
Every match had collapsed into serve, both at the net, reflex volleys at
~0.7 s per shot. The rally ball landed on the service line by definition,
the match CPU stood on the bounce and volleyed 90-100% of everything, and
the auto-run chased the earliest contact.

Rally modes only (classic + every match; gore and the duel untouched):
rally balls land deep and mistiming only shortens them (no new long outs);
each shot latches the receiver's plan as it leaves the racket — from the
back he lets it bounce and meets it falling, up to 2.2 m behind the line,
a short ball pulls him in and he follows it to the net, nobody approaches
a man already there, and a volley below the tape is a weak block. Measured:
contacts 10.5-13.7 m from the net, back-court volleys 0-8%, 0.8-1.0 s per
baseline shot. Three new tests pin the shape; v361.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 12:55:05 +02:00
wuwiandClaude Fable 5 16bf5b9fed The leagues, phase 2: five bands, pace tiers, locked courts, the members' ground, the promotion ceremony
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 12:43:23 +02:00
wuwiandClaude Opus 5 6e07dc74bb The receiver waits behind his line, and a missed serve buys a second one
Oliver, three notes; two of them are here.

"when the opponent serves the player does not stand at the baseline - but
that's how it should be." setupPoint's receiving marks sat over a metre
INSIDE the court on both sides (22.5 near, 1.2 far) — where you stand to
attack a second serve, not where you wait for a first one. They mirror the
server's depth now, in the one line every serving mode shares.

"when serving results in an out there should be a second service... the
umpire should announce 2nd service and the player must get another chance."
True in tennis mode since forever and absent everywhere else: the duel, the
match and the death match had no service rule at all, so a serve long or
into the net was judged as an ordinary ground stroke — a point, and in the
match a point costs blood. The out branch of onBounce's interlude block
routes a serve to fault() instead, so the second serve, the HUD line, the
umpire and the double fault all come for free.

Three things it dragged out with it:
 - fault()'s double-fault branch called pointTo — TENNIS scoring — which in
   an interlude banks a number and skips the mode that owns the court. It
   goes through resolveInterlude there now. Nothing had ever reached that
   line from a duel or a match, because those modes could not fault.
 - startDuel never reset G.serveNum: harmless while a duel could not fault,
   the next duel's death loop the moment it can.
 - the match puts the body back on its receiving mark for the second serve
   (placeReceiver, split out of matchReady, which resets the serve number).

"Fault. Second service." is one voiceSeq — a second voice() call would be
dropped, one man one microphone. New recording via the usual say/afconvert.

The service BOX is still not enforced in the match, deliberately: this is
strictly more forgiving than what shipped. The lob gesture is OPEN 14.

4 new tests, 110 pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 09:40:48 +02:00
wuwiandClaude Opus 5 74afd5988c The stand stops wobbling: a real clap frame, a wave, and three spectators who have already turned
The wobble was never the animation. x_crowd2 was a RE-ROLL of x_crowd, not a
pose of it — 13-16% of its pixels differed, over faces, torsos, seat backs and
the railing — so swapping 16 columns at 4.5 Hz re-hashed a strip of crowd twice
a second. assets/_crowdpass.py rebuilds the pair: the clap frame is now the
seated frame plus 36 genuine raises, each contained in ONE of render's columns,
so any column swap is seamless by construction and an empty column is invisible
instead of being a wobble. The three courts are one composition in three
palettes, so a raise found in one court's roll is transplanted into the other
two through a colour map learnt from the aligned seated pair.

The same tool paints the crowd, because at ~8 logical px a spectator detail can
only mean chroma and silhouette: 55 shirts and 44 heads of hair in colours the
court does not own, 28 caps, 4 flags above the heads, 8 emptied seats, 8 people
permanently standing — and 3 who are already turned, grey-green, mid-row, who
are also the only three who never applaud.

Movement, one draw path and three behaviours: applause scatters per column, a
WAVE crosses the stand for a moment big enough to deserve one (crowd.pop >=
0.75), and with nobody cheering ONE column stands for a third of every
TUNE.fidgetEvery, so the stand between points is no longer a photograph.

Paparazzi now scale with the moment: cheer() records the size of it (vol was
already exactly that at every call site) and queues shutters proportional to it,
drained at a fifth of the normal gap. pop is held at the loudest while an
applause is live, so a won rally landing inside a match-point ovation cannot
demote the stand to a polite clap — that rule has a test.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 12:58:26 +02:00
wuwiandClaude Opus 5 f3d6f71144 The length of the flick is the strength of the aim, and you can see it leave
The rally flick was read as three lanes: sideways past 0.38 of its own length
took the whole corner, a hair under it took dead centre, and nothing lived in
between — "sometimes applied very strong, sometimes it barely does anything",
with no way to tell which one you had asked for. swayOf reads the swipe's LENGTH
as a continuous strength, exactly as the serve already did, and doHit spends
that instead of the lane vote. Keys keep the full lane; the opponent's aim has
no length and is untouched.

That is also what hands the OUT back: going out was never a choice, because
every aimed shot took the full width and then the scatter on top. Below about
0.7 of a full swipe — the line minus aimError, over the width timing can earn —
the worst mistiming in the game cannot sail it now, and above it the old risk
curve is exactly as tested.

And the aim is drawn while the thumb is still moving: the placement ring is a
receipt that arrives with the ball already gone, so the same ring is shown live
with a ray from the player's feet, cream while the ask is safe and hot once the
sway crosses that derived threshold. The receipt goes red when the shot really
is out, so the two rings together are the lesson.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 06:56:44 +02:00
wuwiandClaude Opus 5 c613b6ceba The body plays the wounds it wears, and the flick finally has a teacher
Score-is-the-body was a picture: the opponent lost an arm and swung exactly as
far, lost its head and missed exactly as often. Two dials now read the same
racketStage the SKINS are picked with, so what you watch it lose is what it
loses — deliberately small (6% reach, 17.5% whiff per stage), texture under the
ladder rather than a second difficulty curve, with a test on that ceiling. An
unhurt body still returns exactly 1 and 1, and the whole thing is gated on
G.match: the gore duel's racket zombie is untouched.

And the placement flick, the mode's one act of skill, was taught nowhere on
touch — the placement ring is a receipt, not a lesson, and you only get one if
you already knew to swipe. The ghost hand teaches it now, in the same register
as PULL DOWN and TAP AS IT ARRIVES, riding the failure it answers: a run of
returns that left with no aim on them. The tap lesson still wins when both
qualify — placement is the wrong thing to teach someone who cannot reach the
ball.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 08:21:18 +02:00
wuwiandClaude Opus 5 3b639e743b You pick your own kit and your own skin, and the blood stays red
Testers asked for some control over how their player looks. From behind — the
only way you ever see him — there are two things worth controlling, and neither
needs a single new asset: the kit and the skin are one hue-bucket pixel pass over
the sheets already loaded, cached per frame and built on first draw.

The buckets are measured, not guessed, and three neighbours had to be fenced off
one at a time: the shirt's warm HIGHLIGHTS (which spattered the man with mud on
every dark pick), the drawn BLOOD on the death frames (which turned the pool
brown — the worst bug this file could ship), and the women's HAIR, which is the
same hue as his shorts and cannot be told apart from it by any rule. Her set is
played in whites and has no kit to dye, so it is flagged out and the row says so
rather than silently doing nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 15:00:57 +02:00
wuwiandClaude Opus 5 3cf3e029a4 Gore opens in the gore, the theme comes back, and every mode gets a board
Splatter gore no longer makes you win a game of tennis first — the mode you
pick is the mode you get, with the man you came to play already turned. The
transition itself is untouched and still reachable; it just isn't a toll booth.

The menu theme could only ever be started, never brought back, so the first
run of a session silenced it for good while the court's ambience followed you
into the menu. Starting a bed now un-ducks it too.

Three world boards instead of one: kills, opponents felled, and games taken
off the CPU, each with its own name prompt and its own row per player.

...and the gore economy stops paying a barrel for every game won past game 16,
while the shamblers, the mix and the ball machines keep escalating past the
point they all used to stop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 13:53:42 +02:00
wuwiandClaude Opus 5 9cc3ac54b3 The dead club doubles its staff, and the draw is made where you can see it
Six new opponent families (head coach, stringer, strawberry seller, chair
umpire, spectator, roller man) through the famroll/zsheet route, placed by
hierarchy into an 18-rung ladder; the champion steps up behind them.

THE DRAW: picking the tournament now rolls its own bracket in front of you —
only the final was ever settled — and what lands is what walks on.

Netplay, off Oliver's cellular report: the mid-flight early-decide was missing
its !G.net gate, so the striker judged its own outbound flight and the two
scoreboards drifted a point apart into a court nobody could serve on. The
host's court now rides the room, its scoreboard rides the pretoss stream, and
a called ball rolls to its own halt instead of freezing where the call caught it.

Plus the night court, and somebody in the stand is taking pictures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 11:49:19 +02:00
wuwiandClaude Fable 5 f302354bb2 Two phones, one match: the shot is the message, the receiver is the judge
VS A FRIEND on the mode screen (host a code, join a code), a ~110-line
RFC6455 relay in server.py that holds no game state, and src/net.js: each
phone plays itself near-side and the opponent's court is this one rotated
half a turn about the net. The phone a ball flies toward makes every call
on it; the striker's copy is picture. Six tests pin the rule from both
seats. No reconnect yet — a dropped radio is a card and a reload.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 17:36:02 +02:00
wuwiandClaude Fable 5 c084d53497 Serve reads, the mop beat, the head-icon card, and Daniel benched
Oliver's batch, the code half:
- The tennis serve lost its ghost fingers (idle tap demo + apex rider deleted
  with their counters; the rally-return hint survives).
- The toss rises over the tossing HAND, measured off the toss frames' raised
  fingertips (TOSS.dx/oDx, women's tour override) — not over the head.
- An uncaught toss returns to the bounce stance instead of flashing the smash
  frame the player never earned.
- Between match games the court belongs to the mop boy: 5 s (TUNE.matchMopT),
  full job allowance, a hurry speed between stains, and the far-court reach
  limit lifted for the match (his stains are exactly where opponents die).
  The next opponent walks on only after — d.ending guards the empty court.
- The walk-on card wears the opponent's own head: config.HEAD_CROP, straight
  crops measured off the family sheets, no new art.
- The match intro is DEATH MATCH, counting the real blood pool.
- Daniel is benched: every ump_* personality line routes through aside()'s
  early return; officiating calls keep speaking. Personality pass later.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 17:10:45 +02:00
wuwiandClaude Opus 5 e1ce2486c0 SERVE UP was dropping you into gore whatever you picked
THE MENU BUG, and it explains three reports at once. cStart's handler was
`addEventListener('click', start)` — and addEventListener hands a listener the
MouseEvent as its first argument, so `start(modeId = pickedMode)` never saw its
default: modeId was an EVENT OBJECT. `G.classic = modeId === 'classic'` was
therefore always false and the zombie branch never fired. Picking CLASSIC or
ZOMBIE TENNIS on the setup screen did nothing at all; SERVE UP always started
the gore mode. A default parameter only applies to `undefined`, and a click
handler always passes something. `() => start()`.

That is also why "in normal tennis i dont see the ball circles and the serve
hint bar": there was no normal tennis to be in. Both are drawn unconditionally
in render() and the tennis struggle hints are already mode-gated correctly.
Verified through the real menu after the fix: CLASSIC gives mode=tennis with
no bodies on court, ZOMBIE gives match=true against the SHAMBLER in its own
body. Every other bare handler in the codebase takes no parameters — checked.

THE MOP BOY had the same class of bug one layer down. sendBoy was called and
mopWorthIt() refused: it tests `d.z >= COURT.netZ - 2`, the NEAR half, because
in the gore mode everything dies on the near court. A match's blood is all on
the FAR side, where the body stands and bleeds through four wound stages, so
the boy could never qualify. The near-side bias stays; the match is the
exception.

DANIEL was being dropped, not missing. Two causes, both mine: the asides were
queued at 0.7-1.5 s and matchPoint fires the score call at 0.4 s with a clip
over a second long — voice() drops anything that would start while he is still
talking (one man, one microphone). And asideEvery is 55 s, a whole match game.
Delays moved past the score call; matchAsideEvery is 15 s, which fits a mode
whose events are a limb and your blood rather than a wave of bodies.

THE FALL: quicker down, longer on the floor (0.09/0.11/2.0/0.30). And it was
genuinely SHRUNKEN — the generator draws fall rows smaller than standing rows
(the brute's buckle came back 190 px against a 224 px stance) and _zsheet's one
global scale preserved that faithfully, so the body shrank the moment it
started to fall. A fall row is anchored on its own buckle now, which must draw
at standing height. All seven generated families re-cut: 224/153/98/181 against
the hand-made racket family's 224/154/85/179 — the convergence is the check.

THE FLICK: 0.42 made going out impossible, which fixed the 8-in-10 bug and
overshot it ("too easy. i must be able to play out"). 0.62 puts risk back where
it belongs — ~15% out at quality 0, 5% at 0.75, and never on a perfect flick.
The test now asserts that shape: bounded, monotonically falling, zero at 1.

59 tests green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 20:07:02 +02:00
wuwiandClaude Opus 5 52b38e4a39 Eight bodies on the card, and the umpire gets his voice back
THE FLICK, again. "i can barely reach the extremes of the court." It could
reach 3.3 m against a 4.115 m line — safe, and too safe. TUNE.flickWidth is
3.95 now (96% of the way to the corner, 17 cm to spare) with flickReach 0.42,
which keeps the guarantee intact: reach x timing + scatter stays inside the
line at EVERY quality, worst case 4.06. 20% more reach, still impossible to
send out by aiming.

A FORWARD FLICK IS A SMASH. Up-screen is the far court, so flicking into it
asked for depth and nothing else — a direction with no consequence behind it.
It buys pace now (smashBoost, scaled by timing). Deliberately NOT distance:
solveShot still lands it on the same spot, so the shot arrives flatter and
sooner rather than longer. A smash you can hit out on a whim is just the old
bug wearing a hat.

THE FALL HOLDS. "the opponent should fall and then lie there for a quick
moment, the player stands up too quick." fall3 goes 0.30 -> 0.62. A corpse
that touches the ground and is instantly upright reads as a stumble.

THE CARD. Ten opponents, six of them NEW bodies off the one-sheet pipeline
(shambler, ball boy, steward, runner, groundskeeper, line judge), with the
club pro's own body and the brute woven in as 7 and 8. It is a ladder of
STAFF: the further you get, the further up the club the thing across the net
used to be. Narrative and difficulty are the same list read twice, and a test
walks all ten — whiff must fall every rung, names must fit the board's 8-char
slot, speed may zigzag by character but never regress.

Steeper per rung (speedPer .08->.11, pacePer .035->.05, flubKeep .82->.76):
"in general this is too easy now". With aimed returns no longer sailing out,
the player stopped handing over free points and the ladder had to earn them
back. The opening got SOFTER at the same time — 0.72 where the old first
opponent was 0.85.

THE UMPIRE WAS MUTED IN THIS MODE and nobody noticed. aside() refused during
any interlude; the match runs on a permanent one. So the single mode that is
literally a tennis match he is sitting over was the one mode he never spoke
in. Same bug shape as sendBoy, same fix. Six dry lines via say -v Daniel: two
on taking a limb, two on your blood, one when there is nearly none left, one
on felling the thing. asideEvery still gates him.

...and sendBoy had the identical bug, so the mop boy now comes out between
games to the FAR court, where one body has been bleeding through four wound
stages. Between games only, never mid-point.

The line judge took two rolls: the first cut to 6 figures in its last row and
_zsheet.py refused it rather than mis-slicing. That refusal is the feature.

59 tests green. Verified in the browser: SHAMBLER on court in its own body.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:45:31 +02:00
wuwiandClaude Opus 5 c1f7268a04 The flick stops losing the point, and the corpse falls and serves
THE FLICK. "when returning a ball with a spin it seems too sensitive, 8/10
times the ball lands out." Arithmetic, not feel. The singles line is 4.115 m;
an aimed shot targeted a flat ax*3.3 and THEN added err() on top — up to
+-2.4 m at quality 0 — so a flicked return landed as wide as 5.7 m, and the
only clamp in the path sat at +-5, outside the court. An UNAIMED return
targets 0 + the same scatter and is therefore always in: aiming was the thing
losing the point, which is backwards for the mode's one act of skill.

TUNE.flickReach scales the aim width by the same quality the scatter shrinks
with, so the two can never sum past the line — worst case 1.49+2.4 = 3.89, and
a perfectly timed flick still gets the full 3.3 with nothing left to scatter.
The test asserts that sum across the whole quality range rather than sampling
rallies. Not named `aimReach`: that key already exists further down TUNE (the
slingshot's 22 m aim ray) and the duplicate silently won until a test caught it.

The placement ring carries `q` now and is the flick's receipt — tight and hot
when your timing earned the full width, wide and dim when you barely got a
racket on it. Without it the rule is invisible: the shot just goes less wide.

THE FALL (handoff item 4). A point that takes a limb knocks the body down and
it drags itself up short of it. The three collapse frames wear the stage it
STILL WAS and the rise wears the stage it has BECOME — that order is the whole
beat, and it is what turns a popping wound stage into something the point did.
Own clock beside the horde's warning, for the reason this file keeps relearning
(a beat that moves the phase under a latch strands it); the 'over' beat it sets
outlives the fall so it cannot expire into setupPoint() mid-collapse. Only
fires when the stage actually moved — a quarter off a full pool is 0.75, so
point one has no limb to explain and a second of collapse for nothing is a beat
the player waits out.

THE OPPONENT SERVES (handoff item 7), and it was mostly switched off rather
than missing. setupPoint already placed a non-player server behind its own
baseline and armed aiServeT; update() already tossed and struck for O. Both
were gated on `G.mode === 'tennis'` and the match runs in splatter under a
permanent interlude — one condition. Genuinely new: service alternates at each
game boundary (the match calls advancePoint directly and the flip lives in
tennis's pointTo, which it bypasses — the same shape as the G.serveNum bug),
the zombie takes O's mark so picture and ballistics agree on where it stands,
and the serve poses are named onto it because O is invisible here.

racketStage() moves to config: drawZombie and the fall must not answer the
same question twice, which is how the boss's skins and its blood drifted apart.

Docs: PROJECT.md gains THE ZOMBIE FAMILY PIPELINE — the measured API contract
(4K is a parameter and the default is 1K; n is 1 so "return both" is not a
thing; aspect is an enum so pad to it), why magenta stays despite green being
the documented key, and the two things _zsheet.py must do globally.

Verified in the browser: brute in the match, z_brfall2 -> z_brw1rise on a
wounding point, and bounce -> toss -> serve off the opponent's own baseline.
58 tests green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:08:02 +02:00
wuwiandClaude Opus 5 4bbdf6357a The opponent can serve and fall, and there is a bench to judge it on
THE MISSING ART, generated by the whole-sheet restyle method: bouncing the ball
at the baseline, the toss with the ball leaving the fingertips, the strike at
full stretch — and the fall, which slice 4 has been waiting for: buckling, down
on the knees, flat on the court face down, then dragging itself back up. One
zombie is now complete as a tennis player rather than as a body that shuffles.
(Healthy only so far; the wound variants are the next sheet.)

THE SPRITE BENCH, in the back room. No ball, no scoring, no AI — one opponent
on an empty court, walking, at the size and speed it is actually played at,
because that is the only place a walk cycle can be judged. A sheet that looks
fine at 224 px on a contact sheet is a different animal at 30 px crossing a
lawn, and every sprite argument this project has had was really about that gap.

It steps through every state including the ones the game cannot reach yet, so
the serve and the fall could be looked at the day they were drawn instead of
the day they get wired up. It prints the FILENAME it is drawing and the hp the
wound stage was read from — the two numbers that separate "the art is wrong"
from "the wiring picked the wrong art" — and it says HEALTHY ONLY where a wound
variant does not exist rather than implying one does. The stride steps off
ground covered, like the real thing: a bench animating on a clock would flatter
exactly the sprites that foot-slide in play.

It owns the court like every other mode and every start* refuses while it runs.

FOUND BY IT, ten seconds in: `start()` applies the mode the setup screen picked,
so a remembered ZOMBIE TENNIS was taking the court before the back room could —
every back-room entry (weapons, bosses, drill, match, bench) had been silently
refusing since the mode select landed this morning. The back room passes null.

And a third calibration lesson: POSE MOVES A GLOBAL COLOUR STATISTIC. A body
face down shows a fraction of the shirt it shows standing, so `redness` fell 14
points across the fall sheet without a colour changing. The measure that
survives a pose change is the shorts HUE — mid-tone neutrals, present in every
frame in the same proportion — which is why it is the one that caught the drift
Oliver actually saw.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 11:25:29 +02:00
wuwiandClaude Opus 5 c89d4a3ff9 Three modes, picked up front — and CLASSIC TENNIS is one of them
The setup screen picks WHAT before WHO and WHERE. Three rows out of a table,
in the court row's own markup:

CLASSIC TENNIS is not the opener with the turn switched off and left there —
it is the mode the other two are built on, so it gets real match scoring: six
games with a two-game lead is a set, best of TUNE.classicSets is the match,
the board shows the sets column (hidden until now outside splatter) and the
bar under it says which set this is. The CPU stops rubber-banding and flubs
less: aiFlubLoss exists to get a new player PAST the opener, and a mode whose
whole promise is a real match cannot be won by an opponent that falls apart
the moment he goes ahead. No tiebreak — 6-6 plays on to 8-6. Marked ponytail.

That needed a second ENDING, the one with no corpse in it: G.done, the same
summary and gated tap as the death screen, its own words (GAME, SET, MATCH. /
BEATEN.) and the man still standing. The three endings now share one block
rather than three copies of it.

Caught by the first classic test: stats banked only the FIRST classic run of a
session. `banked` was cleared by the next KILL, and a classic match has no
kills in it at all — every later match was swallowed by the double-bank guard.
beginRun() is the honest reset and restartRun calls it.

ZOMBIE TENNIS from the menu is one line; the back room keeps its door.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 09:27:49 +02:00
wuwiandClaude Opus 5 8ccf0a8fad The flick shows itself, the width is a dial, the blood stays on
Three asks. The placement ring: an aimed rally hit stamps a gold ring that
fades where the shot is going — flick, watch it bite the corner, learn the
cause. Not stamped for unaimed hits (marking scatter would teach noise), gone
in 0.8s (a permanent ring reads as a target rather than feedback).

The opponent's width is the ladder's third dial. Its returns scatter off
aimError x (1 - quality), which painted lines from game one. matchWideBase
2.1 keeps opponent one inside what an auto-run player can cover — measured,
25 returns all inside +-2.2m — and matchWidePer earns 0.4m per rung, so
line-painting is the late ladder. Speed, reliability, width: three dials.

The blood vignette replaces the temporary border. The old wash flashed 0.3s
and vanished, so between hits the screen said you were fine. A radial
vignette reads G.hp directly now — its depth is your damage fraction,
permanent until healed, hit pulse riding on top. Global: the hp channel is
global. Same no-HP-bar philosophy one layer out; at 1 hp the frame is
properly blood-rimmed and the court centre stays legible.

44 tests, 12 seeds clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:09:33 +02:00
wuwiandClaude Opus 5 ea6e50f8f8 The match plays fair: deeper pool, no regicide, serves from the line
"the player is too weak in this mode. also the killing by smashing occurs too
often. i cant really control it. maybe obsolete? also the serving after the
first serve does not happen from behind the groundline".

matchPlayerHp 8 — the match brings its own pool. The gore mode's 4 was an
inheritance, not a decision, and a real game has rallies you deserve to lose
without the run ending.

Regicide is out of the match (kept in the duel, where any-weapon-counts is
the point of sudden death). In a full game every hard serve that happened to
meet the body was a free kill nobody aimed. A match ball never damages the
opponent — it passes through like a soft ball and racketAI plays it — so the
wound stages are exactly the scoreboard. That also made hp-per-opponent
meaningless, so the ladder escalates in racketAI instead: +12% speed per body
felled, whiff chance x0.82 per rung.

And serving resets to behind the baseline with real deuce/ad mirroring:
setupPoint's "serve from wherever you're standing" branch now excludes the
match, which falls through to the tennis positioning. Verified live: second
serve from z 24.3, x mirrored to the ad side, opponent unwounded by anything
but the score.

38 tests, 15 seeds clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 22:31:57 +02:00
wuwiandClaude Opus 5 0620e97d6c Zombie tennis: one game per opponent, blood only
Triage failed the only test that matters — "i think the normal player does
not grasp this" — and the lesson across four drill designs is that every
invented rule needs teaching, while the rules the scene already implies need
none. So the new mode is the game's own oldest rule: tennis.

MATCH TEST in the back room (#match). One game per opponent, real 15/30/40
scoring. Built on top of the duel machinery: G.match runs a permanent
interlude, which is already what makes serving tennis-like, hides the rack,
quiets the spawn director and wakes racketAI. The one change is in
resolveInterlude — a settled point feeds matchPoint instead of ending
anything. About 90 lines for a whole mode, because the deepest system in the
repo was already built.

The score is the body: a quarter of its pool per point won, floored at 1, so
a love game walks the racket zombie through every wound stage and the game
point fells it. Its points draw your blood — hp--, eaten at zero, matchHeal 2
per game won is how you last. Regicide is inherited: kill the body mid-game
and the game banks by hand.

The timing is drawn, per Oliver's ask: an approach ring around the incoming
ball that kisses a fixed inner ring exactly at the sweet contact distance
(gold inside the band), and an apex band beside the toss spanning the same
0.12m keyPressed scores as perfect, with a tick riding the live ball. Both
cues use the mechanics' own numbers, so the picture cannot lie.

Verified by autopilot: 7 games in 90 simulated seconds, opponents 1..8, pools
4/6/8/10, wounds tracking points exactly.

36 tests, 15 seeds clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 22:19:37 +02:00
wuwiandClaude Opus 5 6a16e77480 Triage: always kill the body that would reach you first
The sequence drill tested nothing — the strip was always visible (no memory),
the batch was slow (no urgency), the aim was easy (no execution). A checklist
with gore, and Oliver said so: "not interesting enough to keep me playing".

Settled in discussion, he picked triage + streak. One rule: always kill the
body that would reach you first. Nothing is called, nothing shown — the court
is the puzzle. arrival = distance / speed down a held lane, and the roster's
speed spread means the answer is not the closest body: a runner at the far
baseline beats a roller at the service line. Court sense — and it trains the
exact target-priority read the gore mode rewards.

Wounds are free: only the kill is judged, so pre-softening a heavy while it
is third in line is legal and eventually necessary. The slack (0.9s) makes
near-ties legal both ways, or the rule is a coin flip. The streak is both
punishment and payout: x1..x5, a misread shows OUT OF TURN and resets it, and
nothing else happens — the queue keeps walking. Caught is the real setback.
Best score banks to localStorage; the world board can carry it if it ships.

drillMark draws a chevron over the queue head for playtest calibration. It
answers the exact question the mode asks, so it must be off in anything
shipped.

Deleted: the alphabet, the batch, the strip, the eaters. Shamblers are
first-class stream members with pts 20; a roller is 100.

30 tests, rewritten around arithmetic riggings (known speeds and distances)
instead of luck; 20 seeds clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:32:17 +02:00
wuwiandClaude Opus 5 3379e83efc Clear the court of everything that is neither the puzzle nor the threat
"remove the mob boy - make the normal zombies rarer and not so close to the
color gang".

sendBoy refuses during a drill, guarded at the function rather than at the
call sites — same shape as its existing G.interlude guard, so every present
and future caller inherits it. He is one more body crossing the lanes you are
reading colours down, and unlike everything else out there he is neither the
puzzle nor the threat. Measured: 0 boy-frames in 90 seconds. Gore no longer
gets mopped in this mode; the existing 40/30 caps are what bound it.

The eaters are rarer — every 12s falling to 5s, capped at 3 on court. At the
old rate they were a second crowd rather than an interruption, and a threat
you break off to deal with only works if breaking off is occasional. 8
arrivals in 90s where the old numbers gave ~13.

And they enter wide of the colour gang: best-of-9 lane sampling against the
bibbed bodies, the same trick the batch uses. Narrowest clearance measured
across 8 spawns was 0.91 m. They still converge on you afterwards — that is
what they are for — this only decides where they walk in, so they stop
screening the bodies you are trying to read.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:08:58 +02:00
wuwiandClaude Opus 5 22df96cc1d The umpire reads a list, and the bibs come out to meet it
The late game is repetitive because the optimal move never changes: kill the
nearest thing, now. This is the first swing at a mode where it does — a
coaching drill where the umpire CALLS a colour sequence aloud while bibbed
bodies take their marks, and you must put them down in that order while they
walk at you. Uncalled colours are decoys you have to ignore. Two faults is a
double fault and the round is theirs.

Back room only (DRILL TEST, or #drill): this is a feel-test for one question —
tense, or just noisy? — so it keeps its own round count and touches neither
tennis scoring nor the run.

- voiceSeq: voice() drops a line that would start while the umpire is still
  talking, which is fatal for a list. Decode first, queue at accumulated
  offsets, and the anti-overlap rule is satisfied instead of fought.
- Four colours with PIPS as well as hue — red/green alone makes the mode
  unplayable for ~8% of men.
- drawBib is a ponytail-marked overlay that knowingly breaks the sprite rule;
  it is the thing to delete if the mode survives.
- BOTH target pickers snap (flickTarget and zombieTarget). Snapping only the
  slingshot left fifteen tap-serves in a row scoring nothing.
- Contact costs the point, not the run — permadeath stays in the gore mode.
- startDrill disarms the ordinary schedule; updateDrill redeals and logs an
  INVARIANT if anything empties its court.

Eight new tests (24 total) pin the ownership contract both ways, the call
beat, the win, the double fault, the un-winnable-round guard and the death.
PROJECT.md carries the four open questions for the playtest.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 18:01:33 +02:00
wuwiandClaude Opus 5 5ea84f8511 Nothing arrives unannounced: the horde gets its breather, the boss gets a name
THEY KEEP COMING is a 2.4s 'over' beat again (warnHorde in beats.js) instead of a
flash raised on the same frame the wave lands, and the chapter boss walks on behind
an overlay — his name in red over ENTERED THE COURT — held for 3s by the new
self-dismissing modal clock (m.hold) rather than announced on a routine-set card.

startHorde returns a bool: if the court has been taken when the warning expires the
pendingHorde latch is re-armed rather than the set losing the horde it paid for. The
warning ticks on its own clock, not on the 'over' beat, so a beat that moves the
phase underneath it can't strand it (the mgT lock, again).

Three tests, 15 total.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:38:29 +02:00
wuwiandClaude Fable 5 1f636530b9 The code moves into src/: index, server and the test harness keep the root
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 13:45:23 +02:00